Esempio n. 1
0
void Unit::OnCollide(Entity& entity, const sf::FloatRect& overlap)
{
	if (IsDying() || entity.IsDying())
	{
		return;
	}
	switch (entity.GetCollideEffect())
	{
		case FX_REJECTION:
			// repoussement horizontal ?
			if (overlap.GetHeight() < overlap.GetWidth())
			{
				// vers le haut ou le bas
				knocked_dir_ = entity.GetPosition().y > GetPosition().y ? UP : DOWN;
			}
			else // vertical
			{
				// vers la gauche ou la droite
				knocked_dir_ = entity.GetPosition().x > GetPosition().x ? LEFT : RIGHT;
			}
			knocked_start_ = Game::GetInstance().GetElapsedTime();
			knocked_speed_ = KNOCK_INITIAL_SPEED;
			is_knocked_ = true;
			break;

		case FX_STOP:
			{
				Direction dir;
				float dist;
				if (overlap.GetHeight() < overlap.GetWidth())
				{
					dir = entity.GetPosition().y > GetPosition().y ? UP : DOWN;
					dist = overlap.GetHeight();
				}
				else
				{
					dir = entity.GetPosition().x > GetPosition().x ? LEFT : RIGHT;
					dist = overlap.GetWidth();
				}
				Move(dir, dist);
			}
			break;
		case FX_NOTING:
			break;
	}
}
Esempio n. 2
0
	sf::Vector2f CollisionResolver::resolve_inside_bounds(const sf::FloatRect& within, const sf::FloatRect& bounds)
	{
		sf::Vector2f resolved_position(within.Left,within.Top);
		if(within.Left < bounds.Left)
		{
			resolved_position.x = bounds.Left;
		}
		if(within.Left + within.GetWidth() > bounds.Left + bounds.GetWidth())
		{
			resolved_position.x = bounds.Left + bounds.GetWidth() - within.GetWidth();
		}
		if(within.Top < bounds.Top)
		{
			resolved_position.y = bounds.Top;
		}
		if(within.Top + within.GetHeight() > bounds.Top + bounds.GetHeight())
		{
			resolved_position.y = bounds.Top + bounds.GetHeight() - within.GetHeight();
		}
		return resolved_position;
	}